// simple vertex shader

varying vec3 N, V, L;

void main()
{
	gl_Position    = gl_ModelViewProjectionMatrix * gl_Vertex;
	gl_FrontColor  = gl_Color;
	gl_TexCoord[0] = gl_MultiTexCoord0;
	
	N = gl_NormalMatrix * gl_Normal;
	V = ( gl_ModelViewMatrix * gl_Vertex ).xyz;
	L = normalize(gl_LightSource[0].position.xyz - V);
}
